Core Premise
Earth was “invaded” without an announcement, without diplomacy, and without a war anyone understood. The occupying force is called The Architects—a human label based on observed behavior: they build, reshape, and overwrite the surface with structures that do not match any known purpose.
Humanity survived by going underground. The surface became a place of expeditions, rumor, and necessity. Two major surface-aligned human factions emerged, each claiming a path to survival—each extracting a price.
Tone & Themes
World Timeline (high-level)
Architect structures appear. Infrastructure fails in waves. The surface becomes unstable.
Population centers evacuate underground. Improvised hubs form. “Burrows” become law.
Surface-aligned factions emerge: one collaborates for access; one “resists” through control.
Reclaimer expeditions become routine. Hazard Zones expand. Rumors of patterns grow louder.
The Architects (player-facing rules)
- No true name: “Architects” is what humans call them. The truth remains unknown.
- Behavior over lore dumps: players learn by observing structures, anomalies, and outcomes.
- Intent is ambiguous: their actions can be read as hostile, indifferent, or experimental.
- They ‘communicate’ through constraints: doors that open only under conditions, spaces that rearrange, patterns that repeat.
Humanity Underground
The underground is the closest thing to “civilization,” but it is not peaceful. It’s a negotiated truce enforced by survival. Burrows function like city-states: governance varies, but rules are strict because failure spreads.
Factions (rep-based, both “bad”)
Hazard Zones
The surface is divided into regions with escalating instability. Hazard Zones are where “normal rules” start to break. They’re harder, stranger, and more rewarding.
Creatures & Threats
- Human threats: faction patrols, raiders, opportunists, deserters.
- Architect-adjacent entities: drones, constructs, “maintenance” units with unclear priorities.
- Anomaly wildlife: mutated fauna drawn to zones (optional, used sparingly to keep tone grounded).
- Environmental threats: storms, ashfall, electromagnetic events, corrosive air pockets.
Glossary
Expandable Hooks
- Artifact arcs: each major artifact reveals a pattern (not an answer) that points to the next region.
- Faction betrayals: reputation unlocks access, then creates moral debt and consequences.
- Burrow politics: surface actions ripple underground—shortages, votes, crackdowns.
- Weather events: storms that change routes and spawn rare windows for deep runs.